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Agent Skill · 待分类

rigging(rigging 命令行)

rigging 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

rigging 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在待分类类的 11,209 个 Skill 里排第 8,258。

总安装 312周安装 13GitHub Stars 4下载 104核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:rigging(rigging 命令行)
来源仓库:https://github.com/davincidreams/agent-team-plugins
仓库路径:skills/rigging
安装命令:
npx skills add https://github.com/davincidreams/agent-team-plugins --skill rigging
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/davincidreams/agent-team-plugins --skill rigging

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

rigging 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。它可结合来源仓库、安装命令和原始 README 继续核验具体用法。

安装方式:github,使用 npx skills add 命令添加指定仓库的 skill。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。rigging 属于待分类类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/rigging

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/davincidreams/agent-team-plugins --skill riggi…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

rigging 怎么安装?

在终端执行 npx skills add https://github.com/davincidreams/agent-team-plugins --skill rigging。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

rigging 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

rigging 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

rigging 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

rigging 用的人多吗?

公开数据是累计安装 312 次,近一周安装 13 次,下载 104 次,GitHub 4 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

rigging 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理待分类类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
rigging

rigging 命令行 · 本页

3124需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Rigging

Skeleton and Joint Hierarchy

Joint Placement

  • Anatomical Accuracy: Place joints following anatomical structure
  • Deformation Considerations: Position joints for optimal deformation
  • Joint Orientation: Orient joints for proper rotation axes
  • Joint Hierarchy: Create logical parent-child relationships
  • Naming Conventions: Use consistent, descriptive joint names
  • Scale and Proportions: Maintain proper scale and proportions

Joint Types

  • Ball Joints: 3 degrees of freedom (shoulder, hip)
  • Hinge Joints: 1 degree of freedom (elbow, knee)
  • Universal Joints: 2 degrees of freedom (wrist, ankle)
  • Root Joint: Base of the skeleton hierarchy
  • End Joints: End of joint chains (fingertips, toes)

Joint Hierarchy

  • Root: Top of the hierarchy (hips, pelvis)
  • Spine: Spine joints from pelvis to neck
  • Limbs: Arms and legs with shoulder/elbow/hand and hip/knee/foot
  • Head: Head and facial joints
  • Fingers: Finger joints for detailed hand animation
  • Toes: Toe joints for detailed foot animation

IK and FK Controls

Inverse Kinematics (IK)

  • IK Solvers: Calculate joint positions from end effector
  • IK Handles: Controls for IK chains
  • Pole Vectors: Control IK chain orientation
  • IK/FK Blending: Switch between IK and FK
  • IK Constraints: Limit IK movement
  • IK Applications: Legs, arms, spine, fingers

Forward Kinematics (FK)

  • FK Controls: Rotate joints directly
  • FK Chains: Parent-child joint relationships
  • FK Applications: Spine, fingers, toes, tail
  • FK Advantages: Intuitive, predictable, easy to animate
  • FK Disadvantages: Time-consuming for complex poses

IK/FK Switching

  • Blend Controls: Switch between IK and FK
  • Match IK to FK: Match IK pose to FK pose
  • Match FK to IK: Match FK pose to IK pose
  • Seamless Transitions: Smooth switching between modes
  • Animation Considerations: Plan IK/FK usage in animation

Facial Rigging and Blendshapes

Blendshapes

  • Shape Keys: Create facial expressions
  • Expression Targets: Create expression targets for blendshapes
  • Phonemes: Create phoneme targets for lip sync
  • Eye Shapes: Create eye shape targets
  • Brow Shapes: Create brow expression targets
  • Mouth Shapes: Create mouth expression targets

Facial Rigging Techniques

  • Joint-Based: Use joints for facial animation
  • Blendshape-Based: Use blendshapes for facial animation
  • Hybrid: Combine joints and blendshapes
  • Morph Targets: Alternative to blendshapes
  • Bone-Driven: Use bones to drive blendshapes

Eye Rigging

  • Eye Joints: Create joints for eye movement
  • Eye Controls: Create controls for eye direction
  • Eyelid Rigging: Create controls for eyelid movement
  • Pupil Rigging: Create controls for pupil dilation
  • Eye Constraints: Limit eye movement to natural range

Constraint Systems

Constraint Types

  • Parent Constraint: Constrain object to follow parent
  • Orient Constraint: Constrain object orientation to target
  • Point Constraint: Constrain object position to target
  • Aim Constraint: Constrain object to aim at target
  • Scale Constraint: Constrain object scale to target
  • Geometry Constraint: Constrain object to follow geometry

Constraint Applications

  • IK Controls: Use constraints for IK controls
  • FK Controls: Use constraints for FK controls
  • Space Switching: Switch between different spaces
  • Follow Through: Use constraints for follow-through animation
  • Secondary Motion: Use constraints for secondary motion

Constraint Best Practices

  • Constraint Order: Order constraints for predictable results
  • Constraint Weighting: Use constraint weights for blending
  • Constraint Limits: Limit constraint influence
  • Constraint Performance: Optimize constraints for performance
  • Constraint Cleanup: Remove unnecessary constraints

Weight Painting Techniques

Weight Painting Basics

  • Vertex Groups: Assign vertices to bone groups
  • Weight Values: Assign weight values (0-1) to vertices
  • Weight Influence: Control bone influence on vertices
  • Weight Normalization: Normalize weights for predictable results
  • Weight Smoothing: Smooth weights for natural deformation
  • Weight Mirroring: Mirror weights across symmetry

Weight Painting Tools

  • Weight Brush: Paint weights directly on mesh
  • Smooth Brush: Smooth weights for natural deformation
  • Blur Brush: Blur weights for smooth transitions
  • Add Brush: Add weight to vertices
  • Subtract Brush: Subtract weight from vertices
  • Normalize: Normalize weights for predictable results

Weight Painting Best Practices

  • Joint Areas: Concentrate weight around joints
  • Deformation Paths: Follow natural deformation paths
  • Weight Distribution: Distribute weight evenly
  • Weight Limits: Limit weight to appropriate areas
  • Weight Testing: Test weights with animation

Rig Optimization for Real-Time

Optimization Techniques

  • Reduce Bone Count: Remove unnecessary bones
  • Simplify Constraints: Simplify constraint systems
  • Optimize Weights: Optimize weight painting
  • Use IK/FK Efficiently: Don't overuse IK
  • Reduce Control Count: Reduce control complexity
  • Optimize Hierarchy: Optimize joint hierarchy

Real-Time Considerations

  • Frame Rate: Maintain target frame rate
  • Memory Usage: Minimize rig memory
  • CPU Usage: Reduce rig CPU cost
  • GPU Usage: Minimize rig GPU impact
  • Network: Reduce network bandwidth for multiplayer

Platform-Specific Optimization

  • Mobile: Lower bone count, simpler rigs
  • Console: Medium optimization, balance quality and performance
  • PC: Higher quality, more complex rigs
  • VR: High frame rate priority, reduced complexity
  • AR: Real-time performance priority

Rig Export and Integration

Export Formats

  • FBX: Most common format, supports rigging
  • Maya ASCII/Binary: Maya native format
  • Blender: Blender native format
  • Collada (DAE): Open standard format
  • glTF/GLB: Web-ready format

Export Settings

  • Bake Animation: Bake all constraints and IK to FK
  • Include Skeleton: Include skeleton in export
  • Include Blendshapes: Include blendshapes in export
  • Root Motion: Include or exclude root motion
  • Animation Takes: Export specific animation takes

Integration

  • Unity: Import FBX, configure Avatar, set up Animator Controller
  • Unreal: Import FBX, configure Skeleton, set up Animation Blueprint
  • Godot: Import glTF/FBX, configure Skeleton, set up AnimationPlayer
  • Web: Use Three.js or Babylon.js with glTF rigging
  • Custom: Parse rig data and apply to custom systems

平台分布

Codex

33.71%
按下载量换算35

Claude

30.15%
按下载量换算31

Cursor

16.5%
按下载量换算17

Gemini CLI

9.77%
按下载量换算10

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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